The only three things that bother me about the gameplay...

Post » Wed Oct 17, 2012 11:52 am

1) Whale Oil tanks, machines, and guards not being able to put them back in.

It is implied that guards are able to do this through some text in game, though I'm not sure where (it was a book or a note or something). Aside from that, it would have been the perfect touch to the whale oil machine interaction. I always have a natural instinct to throw the tanks away in the water or drop them somewhere far off because I feel like the guards are able to put them back in if they notice the machine isn't working. I just really feel like that should have been a part of the gameplay and would have really helped it, though it's very good right now, too.

2) Enemies being able to wake up unconscious allies.

The guards say things like "Get up!" when they find their own allies sleeping, but there's never any actual waking them back up. They are essentially in a coma and it doesn't make much sense to me. Games like this often include the classic "If they find me sleeping they'll wake me up so you better hide me well" interaction, but it seems to be missing for no real reason.

3) Not being able to sell items.

I did my nonlethal playthrough yesterday, and this is a glaring omission. I have no use for grenades, spring razors, crossbow bolts, or pistol rounds. Why can't I sell them to buy some sleeping darts or upgrades? Also, the bolt capacity upgrades not applying to sleep darts is kind of weird.


Those are my issues with the game. I love it, but these things seem like they just didn't make it into the gameplay for no real reason.
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Roisan Sweeney
 
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Post » Wed Oct 17, 2012 4:21 am

1) Whale Oil tanks, machines, and guards not being able to put them back in.

It is implied that guards are able to do this through some text in game, though I'm not sure where (it was a book or a note or something). Aside from that, it would have been the perfect touch to the whale oil machine interaction. I always have a natural instinct to throw the tanks away in the water or drop them somewhere far off because I feel like the guards are able to put them back in if they notice the machine isn't working. I just really feel like that should have been a part of the gameplay and would have really helped it, though it's very good right now, too.

2) Enemies being able to wake up unconscious allies.

The guards say things like "Get up!" when they find their own allies sleeping, but there's never any actual waking them back up. They are essentially in a coma and it doesn't make much sense to me. Games like this often include the classic "If they find me sleeping they'll wake me up so you better hide me well" interaction, but it seems to be missing for no real reason.

3) Not being able to sell items.

I did my nonlethal playthrough yesterday, and this is a glaring omission. I have no use for grenades, spring razors, crossbow bolts, or pistol rounds. Why can't I sell them to buy some sleeping darts or upgrades? Also, the bolt capacity upgrades not applying to sleep darts is kind of weird.


Those are my issues with the game. I love it, but these things seem like they just didn't make it into the gameplay for no real reason.
1. That would make a whole lot more sense, wouldn't it?
2.There is a big difference between unconscious and sleeping.
3. I know, right?
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Shannon Marie Jones
 
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Post » Wed Oct 17, 2012 4:10 am

1) Whale Oil tanks, machines, and guards not being able to put them back in.

2) Enemies being able to wake up unconscious allies.

3) Not being able to sell items.

Those are my issues with the game. I love it, but these things seem like they just didn't make it into the gameplay for no real reason.

I agree with all of that. Altho I don't mind not being able to sell items, that gives me more motivation to explore. But it would be a nice touch if implemented.


2.There is a big difference between unconscious and sleeping.

The thing is, they are guards, they aren't guarding the area for fun. So one would expect them to have means to wake up a knocked out guard, like smelling salts or something.
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JLG
 
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Post » Wed Oct 17, 2012 5:51 am



The thing is, they are guards, they aren't guarding the area for fun. So one would expect them to have means to wake up a knocked out guard, like smelling salts or something.
Providing that they expected to be knocked out; which I guess is totally possible once they find half of the city watch incapacitated after the first mission.
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Veronica Flores
 
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Post » Wed Oct 17, 2012 12:26 pm

Good points, all.

I hope Arkane are taking note of ideas on these forums, 'cause a lot of us are giving them very simple ideas for improving future Dishonored-world games.
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Scott Clemmons
 
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Post » Tue Oct 16, 2012 10:30 pm

Also: better non-lethal mechanics. Or at least a greater variety.

I understand the idea that a non-lethal playthrough should be more difficult, but I would hope it feels as fun. Non-lethal playthroughs are restricted to sleeping darts and the melee choke. I think the game would have benefitted from melee maneuvers to knock out targets, smoke grenades, etc, that sort of thing.
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Niisha
 
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Post » Tue Oct 16, 2012 9:11 pm

Also: better non-lethal mechanics. Or at least a greater variety.

I understand the idea that a non-lethal playthrough should be more difficult, but I would hope it feels as fun. Non-lethal playthroughs are restricted to sleeping darts and the melee choke. I think the game would have benefitted from melee maneuvers to knock out targets, smoke grenades, etc, that sort of thing.

I agree. I understand that sleep darts were kind of easy, but there should have been head butts, smoke grenades, being able to fall on someone without killing them, more stuff to do nonlethally. Also, not being able to knock out hounds without sleep darts :(.
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Marcin Tomkow
 
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Post » Wed Oct 17, 2012 12:27 pm

Drugged meat, maybe.
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Dalton Greynolds
 
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Post » Wed Oct 17, 2012 5:25 am

2) Enemies being able to wake up unconscious allies.
I desperately want this, but at least I understand why they didn't do this feature.

The first and the most obvious reason, bodies disappear very fast and make the game more stable and smooth on old console hardware. Fortunately, you can tweak this on PC and get more believable stealth experience.

The second reason and the most important one, you can hide these bodies almost everywhere! On any roof, in any trash container, even under any table. I think it will be really hard to make 'wake up' animations and AI routines for every possible situation in the game.
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Jhenna lee Lizama
 
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Post » Wed Oct 17, 2012 10:58 am

You know, I'm almost certain I knocked out a guard in the sewers who was then woken up by his buddies.. but since everyone seems to think this is impossible, I guess I'll have to go and test again, because I just refuse to accept that I've gone crazy.
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Tania Bunic
 
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Post » Tue Oct 16, 2012 11:43 pm

You know, I'm almost certain I knocked out a guard in the sewers who was then woken up by his buddies.. but since everyone seems to think this is impossible, I guess I'll have to go and test again, because I just refuse to accept that I've gone crazy.
Do you mean the first mission during escape? And the room with water channels, three guards and huge tubes above them? That room has three guards, and if you knock out two of them, when the last guard spots you, the game spawns one additional enemy. So I also though the last guard woke up one of the unconscious guys. But he didn't.
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Captian Caveman
 
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Post » Wed Oct 17, 2012 5:28 am

Wow. I played my whole game so far as if the guards could be woken up...

Ah well, I can still pretend!
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Darlene Delk
 
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Post » Wed Oct 17, 2012 4:37 am

Can I use some sedative on you and try to wake you up? Pretty please, I will use any method that will wake up a normal NON-SEDATED human being.
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Benjamin Holz
 
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Post » Wed Oct 17, 2012 8:40 am

Providing that they expected to be knocked out; which I guess is totally possible once they find half of the city watch incapacitated after the first mission.
I would've thought they'd learn to carry such salts after finding the entire city watch sleeping in a bin.
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Sophh
 
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